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				<h1 id="firstHeading" class="firstHeading" lang="en">Mesh:setVertexMap</h1>

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<td><i> <b>Available since LÖVE <a href="0.9.html" title="0.9.0">0.9.0</a></b> </i>
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<td> <small>This function is not supported in earlier versions.</small>
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<p>Sets the vertex map for the Mesh. The vertex map describes the order in which the vertices are used when the Mesh is drawn. The vertices, vertex map, and mesh draw mode work together to determine what exactly is displayed on the screen.
</p><p>The vertex map allows you to re-order or reuse vertices when drawing without changing the actual vertex parameters or duplicating vertices. It is especially useful when combined with different <a href="meshdrawmode.html" title="MeshDrawMode">Mesh Draw Modes</a>.
</p>
<h2><span class="mw-headline" id="Function">Function</span></h2>
<h3><span class="mw-headline" id="Synopsis">Synopsis</span></h3>
<div dir="ltr" class="mw-geshi mw-code mw-content-ltr"><div class="lua source-lua"><pre class="de1">Mesh<span class="sy0">:</span>setVertexMap<span class="br0">&#40;</span> map <span class="br0">&#41;</span></pre></div></div>
<h3><span class="mw-headline" id="Arguments">Arguments</span></h3>
<dl><dt><code><a href="table.html" title="table">table</a> map</code></dt>
<dd> A table containing a list of vertex indices to use when drawing. Values must be in the range of [1, <a href="mesh_getvertexcount.html" title="Mesh:getVertexCount">Mesh:getVertexCount()</a>].</dd></dl>
<h3><span class="mw-headline" id="Returns">Returns</span></h3>
<p>Nothing.
</p>
<h2><span class="mw-headline" id="Function_2">Function</span></h2>
<h3><span class="mw-headline" id="Synopsis_2">Synopsis</span></h3>
<div dir="ltr" class="mw-geshi mw-code mw-content-ltr"><div class="lua source-lua"><pre class="de1">Mesh<span class="sy0">:</span>setVertexMap<span class="br0">&#40;</span> vi1<span class="sy0">,</span> vi2<span class="sy0">,</span> vi3<span class="sy0">,</span> <span class="sy0">...</span> <span class="br0">&#41;</span></pre></div></div>
<h3><span class="mw-headline" id="Arguments_2">Arguments</span></h3>
<dl><dt><code><a href="number.html" title="number">number</a> vi1</code></dt>
<dd> The index of the first vertex to use when drawing. Must be in the range of [1, <a href="mesh_getvertexcount.html" title="Mesh:getVertexCount">Mesh:getVertexCount()</a>].</dd>
<dt><code><a href="number.html" title="number">number</a> vi2</code></dt>
<dd> The index of the second vertex to use when drawing.</dd>
<dt><code><a href="number.html" title="number">number</a> vi3</code></dt>
<dd> The index of the third vertex to use when drawing.</dd></dl>
<h3><span class="mw-headline" id="Returns_2">Returns</span></h3>
<p>Nothing.
</p>
<h2><span class="mw-headline" id="Function_3">Function</span></h2>
<table class="new-section" bgcolor="#d0d0ff" style="margin-top: 1em; padding: 3px; border-radius:5px; -moz-border-radius:5px;" data-newin="&#91;&#91;11.0]]">
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<td><i> <b>Available since LÖVE <a href="113.html" title="11.0">11.0</a></b> </i>
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<td> <small>This variant is not supported in earlier versions.</small>
</td></tr></table>
<h3><span class="mw-headline" id="Synopsis_3">Synopsis</span></h3>
<div dir="ltr" class="mw-geshi mw-code mw-content-ltr"><div class="lua source-lua"><pre class="de1">Mesh<span class="sy0">:</span>setVertexMap<span class="br0">&#40;</span> data<span class="sy0">,</span> datatype <span class="br0">&#41;</span></pre></div></div>
<h3><span class="mw-headline" id="Arguments_3">Arguments</span></h3>
<dl><dt><code><a href="data.html" title="Data">Data</a> data</code></dt>
<dd> Array of vertex indices to use when drawing. Values must be in the range of [0, <a href="mesh_getvertexcount.html" title="Mesh:getVertexCount">Mesh:getVertexCount()</a>-1]</dd>
<dt><code><a href="indexdatatype.html" title="IndexDataType">IndexDataType</a> datatype</code></dt>
<dd> Datatype of the vertex indices array above.</dd></dl>
<h3><span class="mw-headline" id="Returns_3">Returns</span></h3>
<p>Nothing.
</p>
<h2><span class="mw-headline" id="Examples">Examples</span></h2>
<p>Use a vertex map to fix a visual glitch without copy/pasting vertices.
</p>
<div dir="ltr" class="mw-geshi mw-code mw-content-ltr"><div class="lua source-lua"><pre class="de1"><span class="kw1">function</span> love<span class="sy0">.</span>load<span class="br0">&#40;</span><span class="br0">&#41;</span>
    image <span class="sy0">=</span> love<span class="sy0">.</span>graphics<span class="sy0">.</span>newImage<span class="br0">&#40;</span><span class="st0">&quot;pig.png&quot;</span><span class="br0">&#41;</span>
    <span class="kw1">local</span> w<span class="sy0">,</span>h <span class="sy0">=</span> image<span class="sy0">:</span>getDimensions<span class="br0">&#40;</span><span class="br0">&#41;</span>
&#160;
    <span class="co1">-- We want to make a Mesh with 1 vertex in the middle of the image, and 4 at the corners.</span>
    <span class="kw1">local</span> vertices <span class="sy0">=</span> <span class="br0">&#123;</span>
        <span class="br0">&#123;</span>w<span class="sy0">/</span><span class="nu0">2</span><span class="sy0">,</span> h<span class="sy0">/</span><span class="nu0">2</span><span class="sy0">,</span>   <span class="nu0">0.5</span><span class="sy0">,</span> <span class="nu0">0.5</span><span class="sy0">,</span>   <span class="nu0">1</span><span class="sy0">,</span> <span class="nu0">0</span><span class="sy0">,</span> <span class="nu0">0</span><span class="br0">&#125;</span><span class="sy0">,</span> <span class="co1">-- Center vertex, with a red tint.</span>
        <span class="br0">&#123;</span><span class="nu0">0</span><span class="sy0">,</span>   <span class="nu0">0</span><span class="sy0">,</span>     <span class="nu0">0</span><span class="sy0">,</span>   <span class="nu0">0</span><span class="sy0">,</span>     <span class="nu0">1</span><span class="sy0">,</span> <span class="nu0">1</span><span class="sy0">,</span> <span class="nu0">1</span><span class="br0">&#125;</span><span class="sy0">,</span> <span class="co1">-- Top left.</span>
        <span class="br0">&#123;</span>w<span class="sy0">,</span>   <span class="nu0">0</span><span class="sy0">,</span>     <span class="nu0">1</span><span class="sy0">,</span>   <span class="nu0">0</span><span class="sy0">,</span>     <span class="nu0">1</span><span class="sy0">,</span> <span class="nu0">1</span><span class="sy0">,</span> <span class="nu0">1</span><span class="br0">&#125;</span><span class="sy0">,</span> <span class="co1">-- Top right.</span>
        <span class="br0">&#123;</span>w<span class="sy0">,</span>   h<span class="sy0">,</span>     <span class="nu0">1</span><span class="sy0">,</span>   <span class="nu0">1</span><span class="sy0">,</span>     <span class="nu0">1</span><span class="sy0">,</span> <span class="nu0">1</span><span class="sy0">,</span> <span class="nu0">1</span><span class="br0">&#125;</span><span class="sy0">,</span> <span class="co1">-- Bottom right.</span>
        <span class="br0">&#123;</span><span class="nu0">0</span><span class="sy0">,</span>   h<span class="sy0">,</span>     <span class="nu0">0</span><span class="sy0">,</span>   <span class="nu0">1</span><span class="sy0">,</span>     <span class="nu0">1</span><span class="sy0">,</span> <span class="nu0">1</span><span class="sy0">,</span> <span class="nu0">1</span><span class="br0">&#125;</span><span class="sy0">,</span> <span class="co1">-- Bottom left.</span>
    <span class="br0">&#125;</span>
&#160;
    <span class="co1">-- But there's a problem! The drawn mesh will have a big triangle missing on its left side.</span>
    <span class="co1">-- This is because, in the default mesh draw mode (&quot;fan&quot;), the vertices don't &quot;loop&quot;: the top left vertex (#2) is unconnected to the bottom left one (#5).</span>
    mesh <span class="sy0">=</span> love<span class="sy0">.</span>graphics<span class="sy0">.</span>newMesh<span class="br0">&#40;</span>vertices<span class="br0">&#41;</span>
    mesh<span class="sy0">:</span>setTexture<span class="br0">&#40;</span>image<span class="br0">&#41;</span>
&#160;
    <span class="co1">-- We could copy/paste the second vertex onto the end of the table of vertices.</span>
    <span class="co1">-- But instead we can just change the vertex map!</span>
    mesh<span class="sy0">:</span>setVertexMap<span class="br0">&#40;</span><span class="nu0">1</span><span class="sy0">,</span> <span class="nu0">2</span><span class="sy0">,</span> <span class="nu0">3</span><span class="sy0">,</span> <span class="nu0">4</span><span class="sy0">,</span> <span class="nu0">5</span><span class="sy0">,</span> <span class="nu0">2</span><span class="br0">&#41;</span>
<span class="kw1">end</span>
&#160;
<span class="kw1">function</span> love<span class="sy0">.</span>draw<span class="br0">&#40;</span><span class="br0">&#41;</span>
    love<span class="sy0">.</span>graphics<span class="sy0">.</span>draw<span class="br0">&#40;</span>mesh<span class="sy0">,</span> <span class="nu0">0</span><span class="sy0">,</span> <span class="nu0">0</span><span class="br0">&#41;</span>
<span class="kw1">end</span></pre></div></div>
<h2><span class="mw-headline" id="See_Also">See Also</span></h2>
<ul><li> <a href="mesh.html" title="Mesh">Mesh</a></li>
<li> <a href="mesh_getvertexmap.html" title="Mesh:getVertexMap">Mesh:getVertexMap</a></li>
<li> <a href="meshdrawmode.html" title="MeshDrawMode">MeshDrawMode</a></li></ul>
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